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1
INTRODUCTION
To:Kiyomori Minamoto
Gunji-no-Kanrei, DCMS
Luthien
Eyes Only
The Blakists savagery in prosecuting their Jihad has wounded the Dragon more severely than any other conflict in our history. The surprise
they achieved in launching their initial attacks allowed them to achieve tremendous gains at our expense. The sudden need for war materiel thiscaused derailed a number of our advanced research projects, preventing them from reaching fruition. However, now that we have managed to deal
the Blakists several setbacks, such as on D eiron and Luthien, several select projects have resumed under the direct supervision of the ISF. Some have
even played a role in achieving our most recent victories.
It is critical to note that many of the upgraded units and c hasses to be found in the attach ed report have not yet been tested under fire. O thers
are still on the drawing board for the most part, with perhaps one working prototype to speak of. Few have seen proper field-testing, with the
requirements of combat against the Blakists diverting even those lesser MechWarriors usually tasked with proving such action. For those units that
have seen combat, the performance and theater of use will be noted. The research efforts span the range of unit types, from battle armor to tank,
aerospace fighter to DropShip, with five new Mechs highlighting the development projects.
The integration and application of new and refined technology remains somewhat problematic. Compounding production and delivery issues
for the quantities requested is the ideal design philosophy for its use. While some of the newly- and re- designed units found on the following pages
may never serve the Drag on in a large-scale fashion, some seem to suffer from new toy syndrome, where a more modern or experimental item is
included rather than a more reliable and better-suited older tech item. Nevertheless, the efforts continue apace despite (and because of) the war
with the Blakists.
If recent history has taught us nothing else, it is that we need be prepared to face enemies from all sides at any moment. With the Clans to
one side, the Suns on another, pirates and other periphery scum to another, we were hit from within by the Black Dragons and stabbed deeply by
the Blakists, plus the internecine fighting on the Azami worlds. We thus must ever pursue the highest quality weapons and the newest technology
available to prevent any enemy from attaining a battlefield edge over our forces. While we succeeded against the Clans less than two decades ago,
they fought less brutally than the Blakists do. We must prepare especially for those foes that possess superior technology and lack the honor of
restraint. The following entries are but one step in the eternal path towards preparation.
Shakir JerrarISF Director
New Samarkand
3 June 3078
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2
INTRODUCTION
HOW TO USE THIS BOOK
The Mechs, combat vehicles, and fighters described in Experimental Technical Readout: Kuritaprovide players with a sampling of the various
custom designs that have arisen in the technical divisions of the military manufacturers of the Combine. The designs featured in this book reflect
limited-run prototypes and one-offs that have yet to reach full factor y productionand most likely never will.
The rules for using Mechs, vehicles and figh ters in BattleTech game play can be found in Total Warfare, while the rules for their construction
can be found in TechManual. However, the experimental nature of these designs also draws upon the Experimental-level rules presented in Tactical
Operations. Thus, none of the units featured in this volume are considered tournament legal, and their use in introductory games is discouraged.Furthermore, the extreme rarity of these machines is such that none of them should occur in a BattleTech campaign as a chance encounter, but the
capture or destruction of any one of these prototypes could be potential objective for BattleTech scenarios, tracks and role-playing adventures.
Project Development: Herbert A. Beas II
Development Assistance:Randall N. Bills and Jason Schmetzer
BattleTech Line Developer: Herbert A. Beas II
Primary Writing: Geoff Swift
Writing Assistance:Herbert A. Beas II
Production Staff
Cover Design and Layout: Matt Heerdt
Original Illustrations:
Doug Chaffee
Brent Evans
Chris Lewis
Jim Nelson
Record Sheets: David L. McCulloch
Factchecking/Playtesting: Joel Bancroft-Connors, Roland M. Boshnack,
Joshua Franklin, William Gauthier, Keith Hann, Johannes Heidler, Daniel Isberner,
Luke Robertson, Chris Smith, Peter Smith and Patrick Wynne.
Special Thanks: Thanks to Herb for this opportunity and to Ben for letting me
play in his sandbox. This ones for Team Davion and the High Commandos (in no
particular order): Chris, Jonathan, Edward, John, Ethan, Vanessa, Ben, Dave, Ray,
Frederic, Jay, Rob, Thomas and others through the years since GenCon 05. Hey,
only someone from TD could design worthy opposition for us, no?
2010 The Topps Company, Inc. All
Rights Reserved. Experimental Technical
Readout: Kurita, Classic BattleTech,
BattleTech, BattleMech, Mech and the
Topps logo are registered trademarks and/
or trademarks of The Topps Company, Inc.,
in the United States and/or other countries.
Catalyst Game Labs and the Catalyst Game
Labs logo are trademarks of InMediaRes
Productions, LLC.
CAT35XT001
Under License From
JIHAD ERA
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JR10-X JENNER
3
ld Testing Summation: Prototype JR7-K Chassis Refit
ducer/Site:Luthien Armor Works, New Samarkand
pervising Technician:Manohar Kulkarni
ject Start Date:3072
n-Production Equipment Analysis:
Composite Internal Structure
Torso-Mounted Cockpit
Null-Signature System
Angel ECM
verview
TheJennerhas delivered exemplary service to the Combine
r since its introduction in 2784. The design is so robust andl-conceived that the Clans designed their own Jenner IICafter
ng humbled by our forces during their invasion. Throughout
long service, few variants were built until the push to get
graded Mechs to slow the Clans. The minimally upgraded
-K began construction in 3049, when proper field testing was
short. The Jennerwas never revisited for upgrading.
To increase survivability of our recon forces, several prototype
ners were designed and construction begun on Luthien prior to
Jihads outbreak. The destruction of the Luthien Armor Works
lities on Luthien saw the prototype construction shift to their
w Samarkand factory. The lack of proper tooling for the Jenner
stalled production. Thus far, the JR10-X has been built in only
hort test run. Scale-up is on hold until industrial engineers can
perly configure the factory tooling, which allows more time for
tle testing. Production of the JR7-K was commissioned Aix-la-
apelle to supplement combat losses in the meantime.
Two factors governed the design of the JR10-X. First,
tecting the MechWarrior and second, increasing the Mechs
hality. The first goal was approached by moving the cockpit
m its forward-mounted position into the torso itself. An Angel
M system, long in development but still absent from commonstruction, and a Null-Signature system, give the MechWarrior
eptionally protection. With both a composite internal structure
d an XL engine, enough weight was saved that more armor
ld be used than on any prior Jennervariant. The vulnerable
siles were removed and replaced with additional medium
ers. This removes the danger posed by the ammunition. Even
ugh the JR7-K used CASE, this would remain an unsuitable
angement given the JR10-Xs XL engine. Two additional jump
and upgrading to double heat sinks complete the changes.
One JR10-X accompanied the Second Dieron Regulars
en they landed on Dieron in 3077. The Angel system fared
eptionally at disrupting the Blakists C3i networks. While this
to concentration of fire upon t he prototype, its null-sig system
d exceptional armor protection served their purpose. The new
kpit location also succeeded when experienced enemies
used their aim on the old location and the MechWarrior was
red. Extreme damage, however, resulted in the MechWarrior
eating, which luckily saved him and the Mech when the LAW
ory was destroyed.
Type:JR10-X Jenner
Technology Base: Inner Sphere (Experimental)
Tonnage: 35
Battle Value: 1,452
Equipment Mass
Internal Structure: Composite 2
Engine: 245 XL 6
Walking MP: 7
Running MP: 11
Jumping MP: 7
Heat Sinks: 10 [20] 0
Gyro (Compact): 4.5Cockpit (Torso-Mounted): 4
Armor Factor (Light Ferro): 118 7
Internal Armor
Structure Value
Head 3 9
Center Torso 11 16
Center Torso (rear) 5
R/L Torso 8 12
R/L Torso (rear) 4
R/L Arm 6 12
R/L Leg 8 16
Weapons and Ammo Location Critical Tonnage
2 Medium Lasers RA 2 2
2 Medium Lasers LA 2 2
2 Medium Lasers H 2 2
Angel ECM RT 2 2
Null Sig System * 7 0
3 Jump Jets RT 3 1.5
3 Jump Jets LT 3 1.5
Jump Jet CT 1 .5*The Null-Signature System occupies 1 critical slot in all locations
except the BattleMechs head
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WFT-2X WOLF TRAP "BEAR TRAP"
4
ld Testing Summation: Prototype WFT-1 Chassis Refit
ducer/Site:Luthien Armor Works, New Samarkand
pervising Technician:Akihisa Inoue
ject Start Date:3075
n-Production Equipment Analysis:
Silver Bullet Gauss Rifle
Medium X-Pulse Lasers
verview
The Wolf Trap never met with the reception its designers
d hoped for. Though a capable design, it largely failed in its
e for defeating the Lyran Wolfhounds it was built to hunt. There
s also the successful argument that fielding a Mech solely toe one specific threat was a waste of resources. That the Wolf
p is heavier than and as fast as its prey makes the cost even
der to bear given its relative lack of success; Wolfhounds can be
structed faster and cost less to replace than any losses th e WFT
ght generate. Thus, while new variants have proliferated even
newer Mechs than the WFT-1, virtually no variants of the Wolf
phave been produced since its premier.
Choosing to use the Wolf Trapchassis as a test bed for new
apons was proposed at an engineering meeting and met with
me approval (or, rather, the least disapproval, given the lack of
husiasm among some of LAWs design staff). After considering
ous prototype refits, one design deemed extremely radical on
per was eventually constructedbut only after a compromise
h the obstinate Akihisa Inoue, the lead engineer who laid down
specs.
Rather than drop all secondary weapons and redesign the
so to mount a heavy Gauss rifle (as Inoue originally proposed)
ts solitary weapon, a lighter Silver Bullet Gauss rifle was
d instead, the first such weapon produced in the Combine.
knamed Bear Trap by many, the WFT-2X thus gains greater
ge and killing power. Backing up the Gauss are two mediumulse lasers, which mate the accuracy of pulse lasers with the
ge of standard lasers. As both weapon systems were initially
veloped in the Federated Commonwealth, the WFT-2X is the
t DCMS prototype to mount either. While all other components
re re-used from the WFT-1, the armor was replaced with a
ater amount of light ferro fibrous to alleviate the oft-voiced
cern of the WFT-1s thin skin.
Unfortunately, the Bear Trap has not seen combat yet. The
ign appears sound on paper, but with only one operational
totype developed as proof-of-concept, the utility of the Mech
mains to be proven.
Type: WFT-2X Wolf Trap Bear Trap
Technology Base: Inner Sphere (Experimental)
Tonnage: 45
Battle Value: 1,211
Equipment Mass
Internal Structure: Endo Steel 2.5
Engine: 270 XL 7.5
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: 10 [20] 0
Gyro: 3Cockpit: 3
Armor Factor (Ferro): 143 8
Internal Armor
Structure Value
Head 3 9
Center Torso 14 17
Center Torso (rear) 5
R/L Torso 11 17
R/L Torso (rear) 5
R/L Arm 7 14
R/L Leg 11 20
Weapons and Ammo Location Critical Tonnage
Silver Bullet Gauss Rifle RA 7 15
Ammo (Silver Bullet) 16 RA 2 2
2 Medium X-Pulse Lasers LT 2 4
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NDA-3X NO-DACHI
5
ld Testing Summation: Prototype NDA-1K Chassis Refit
ducer/Site:Cosby BattleMech Research Firm, Kajikazawa
pervising Technician:Hideki Kurosawa
ject Start Date:3075
n-Production Equipment Analysis:
Supercharger
Clan Ferro-Fibrous Armor
Clan Double Heat Sinks
Armored Cockpit
Vibroblade
Clan ER PPC
Clan LRM-15s w/ Artemis IV FCS
Clan ER Medium and ER Small Lasers
verview
The No-Dachi has been a resounding success since its
oduction in 3059. Its fearsome appearance serves to embolden
MechWarriors and put enemies off balance. The gracefully
ved katana makes it a Mech that any Combine MechWarrior
uld be proud to pilot. Rather than tamper with success, the
gineers at Cosby BattleMech Research Firm sought to enhance
Mechs lethality without compromising its aesthetics or
mbat capabilities.
While the No-Dachistill wields a sword, it is a n ew vibroblade
sion. While deadly to enemies unpowered, its damage is
reased when activated, enhancing the blades cutting power
h high frequency vibrations. As this reduces the need for the
ensive and bulky triple strength myomers of the original
ign, the musculature was replaced with standard fibers. An
gine supercharger boosts the NDA-3X to higher top speeds
n prior variants, while an armored cockpit and a heavier load
Clan ferro-fibrous armor serve to protect the MechWarrior in
se-quarters and melee combat. A head-mounted Clan-spec
dium laser provides a singular punctuation to enemies aftervibroblade slices them open, while a Clan-spec small laser
vides some coverage against rear-ward enemies.
Among the few complaints about this experimental No-
chi was the inaccuracy of its MRMs. Though inexpensive to
duce and maintain, Cosby heeded these complaints as well.
ineers scrapped the unguided missiles for a pair of Clan-made,
emis-enhanced LRM racks. Carrying only two tons of ammo
ts these weapons, but the addition of a Clan ER PPC ensures
t this machine can deal out punishing fire while closing in for
kill with a devastating vibroblade attack.
Proving ground evaluations against NDA-1Ks have
wcased the 3Xs higher closing speed as well as the increased
g-range punch of its Clan PPC and LRMs. These features made
ossible for the prototype to dissect its older siblings with ease
e it reached sword range.
Type: NDA-3X No-Dachi
Technology Base: Mixed (Experimental)
Tonnage: 70
Battle Value: 2,609
Equipment Mass
Internal Structure: Endo Steel 3.5
Engine: 350 XL 15
Walking MP: 5
Running MP: 8 [10]
Jumping MP: 0
Heat Sinks: 15 [30] (C) 5
Gyro: 4Cockpit (Armored): 4
Armor Factor (Clan Ferro): 217 11.5
Internal Armor
Structure Value
Head 3 9
Center Torso 22 32
Center Torso (rear) 12
R/L Torso 15 22
R/L Torso (rear) 8
R/L Arm 11 22
R/L Leg 15 30
Weapons and Ammo Location Critical Tonnage
Large Vibroblade RA 4 7
ER PPC (C) LA 2 6
LRM 15 (C) RT 2 3.5
Artemis IV (C) RT 1 1
Ammo (LRM) 8 RT 1 1
LRM 15 (C) LT 2 3.5
Artemis IV (C) LT 1 1
Ammo (LRM) 8 LT 1 1Supercharger LT 1 1.5
ER Small Laser (C) LT (R) 1 .5
ER Medium Laser (C) H 1 1
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HTM-35X HATAMOTO-KAERU
6
ld Testing Summation: Prototype HTM-27T Chassis Refit
ducer/Site:Maltex Corporation, Unity
pervising Technician:Miroslav Vondrus
ject Start Date:3075
n-Production Equipment Analysis:
Composite Internal Structure
BattleMech Underwater Maneuvering Unit
MechWarrior Aquatic Survival System
Full-Head Ejection System
verview
From the time of its original birth as an extreme Charger
ssis refit, the Hatamotohas been among the most versatile andinctive of Combine BattleMechs, as iconic as theAtlas. Though
an OmniMech, the many variants to date show that design
ibility need not always require expensive pod technology.
m the Hatamoto-Chito the -Kaze, -Hi, -Kuand -Mizu, engineers
Maltex Corporation on Nirasaki surprised MechWarriors
d competitors alike with this designs versatility. The newest
totype, the Hatamoto-Kaeru, is an unusual new type based
the HTM-27T Hatamoto-Chi. An avid SCUBA diver, engineer
oslav Mike Vondrus, was inspired by his hobby to construct
version specialized in amphibious operations.
Maltex has already turned out a lance of Hatamoto-Kaeru
totypes for testing, and we believe the variant might have
me longevity, though its application and distribution is sure to
imited, as its primary focus is on worlds known or suspected of
ing underwater command bases. The high price per unit will
ely limit orders for the -Kaeru, with its compact new composite
ernal structure, despite the massive amount of ferro-fibrous
mor protecting it. The large XL engine also contributes
nificantly to the overall cost.
Special environmental sealing and large thrusters comprise
BattleMech underwater maneuvering system (UMU).pearing similar to jump jets, the UMU activates automatically
en the Mech submerges, propelling the - Kaeruat a respectable
kph underwater. SRT launchers in the legs complement LRT
nchers in the torso, while the rest of the firepower is energy-
ed for surface and submerged combat. An early design
ulation saw a partially submerged -Kaeru firing its SRTs at
mersed targets while training its battery of medium lasers and
b-nose PPCs against targets above the surface.
With a Mech destined for underwater combat, it was logical
nclude additional protection for the MechWarrior. Thus, a
chWarrior Aquatic Survival System was installed. The MASS
protect the cockpit and its life support systems in the event
t the -Kaerus head armor is breached. Moreover, a full-head
ction system can carry the MechWarrior safely to the surface in
event of a forced ejection while underwater.
Type: HTM-35X Hatamoto-Kaeru
Technology Base: Inner Sphere (Experimental)
Tonnage: 80
Battle Value: 1,961
Equipment Mass
Internal Structure: Composite 4
Engine: 320 XL 11.5
Walking MP: 4
Running MP: 6
UMU MP: 4
Heat Sinks: 10 [20] 0
Gyro: 4Cockpit: 3
Armor Factor (Ferro): 247 14
Internal Armor
Structure Value
Head 3 9
Center Torso 25 35
Center Torso (rear) 15
R/L Torso 17 25
R/L Torso (rear) 9
R/L Arm 13 26
R/L Leg 17 34
Weapons and Ammo Location Critical Tonnage
Snub Nose PPC RA 2 6
Snub Nose PPC LA 2 6
LRT 15 RT 3 7
Ammo (LRT) 8 RT 1 1
LRT 15 LT 3 7
Ammo (LRT) 8 LT 1 1
SRT 4 RL 1 2
SRT 4 LL 1 2Ammo (SRT) 25 RT 1 1
2 Medium Lasers RT 2 2
2 Medium Lasers LT 2 2
Medium Laser CT 1 1
2 UMUs RT 2 2
2 UMUs LT 2 2
MASS H 1 1.5
Note:Equipped with Full-Head Ejection System
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BNZ-X BANZAI
7
ld Testing Summation: Prototype MAL-1K Chassis Refit
ducer/Site:Luthien Armor Works, New Samarkand
pervising Technician:Mariella Irabu
ject Start Date:3076
n-Production Equipment Analysis:
Supercharger
Booby Trap
Full-Head Ejection System
Large Vibroblade
Clan Large and Medium Pulse Lasers
Clan ER Small Laser
verviewSimilar to how the Hatamotoseries was born from a redesign
he ChargerBattleMech, so too is the Banzairegarded to be a
w, separate Mech class from the Daboku (Mauler). When tasked
h upgrading the Dabokuwith the plethora of new technologies,
ineer Mariella Irabu felt too limited by the base chassis, and
apped everything but the MAL-1Ks endo steel skeleton.
A massive 360-rated XL engine began her new design, with
h MASC and a supercharger added to produce an assault Mech
er than many lighter designs. Knowing that space would be
cal inwith the bulky structure, Irabu chose to use standard
mor early on, allocating a huge fraction of the total weight.
For long-range punch, Irabu scrapped her original plan for
red capacitor-augmented ER PPCs in each arm, and instead
alled captured Clan-made large and medium pulse lasers.
h fifteen freezers to control the heat load, the choice was
doubtedly a wise one. A large vibroblade was mounted for
se-in combat, though MechWarriors should be aware of the
t load incumbent upon activation of the blade. A Clan spec ER
all laser consumes the remaining weapons tonnage.
Most intriguing, however, is the booby trap. Intended
marily to deny salvage to the enemy, this explosive deviceinto multiple systems to ensure a complete and devastating
truction of the unit under extreme conditions. Activation of
device is initiated on manually triggering the Mechs full-head
ction system, or in the event of catastrophic engine or cockpit
mage.
The first completed Banzai prototype accompanied the
hth Dieron Regulars to Dierons liberation. Sho-sa Mikael
rakawa led the charge to Fortress Dieron, surprising comrades
d foes alike with the Mechs incredible speed. Blasting and slicing
ough the defended entrance, he held until reinforcements
ved. As he attempted to withdraw (due to heavy damage),
engine was breached and the ejection system triggered.
en the booby trap went off, numerous Blakistsand several
ndlieswere killed outright. While the ejected head landed
ar, the sho-sa was unfortunately killed by the rough landing.
tleROMs nevertheless proved the efficacy of the design, and so
ee others have been constructed and await dedicated testing
ombat assignments.
Type: BNZ-X Banzai
Technology Base: Mixed (Experimental)
Tonnage: 90
Battle Value: 2,647
Equipment Mass
Internal Structure: Endo Steel 4.5
Engine: 360 XL 16.5
Walking MP: 4
Running MP: 6 [10]
Jumping MP: 0
Heat Sinks: 15 [30] 5
Gyro: 4Cockpit: 3
Armor Factor: 279 17.5
Internal Armor
Structure Value
Head 3 9
Center Torso 29 44
Center Torso (rear) 14
R/L Torso 19 28
R/L Torso (rear) 10
R/L Arm 15 30
R/L Leg 19 38
Weapons and Ammo Location Critical Tonnage
Booby Trap CT 1 9
Supercharger CT 1 2
MASC LT 5 5
2 Large Pulse Lasers (C) RA 4 12
2 Medium Pulse Lasers (C) RT 2 4
Large Vibroblade LA 4 7
ER Small Laser (C) H 1 .5
Note:Equipped with Full-Head Ejection System
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PEGASUS X
8
ld Testing Summation: Prototype Pegasus Chassis Refit
ducer/Site:Scarborough Manufacturing Annex, Algedi
pervising Technician:Robert McMichaelson
ject Start Date:3073
n-Production Equipment Analysis:
Supercharger
Medium X-Pulse Lasers
verview
While Scarborough only recently redesigned its Pegasus with several
w variants, their engineering staff at their new Algedi Annex continued
se efforts to improve the performance and capabilities of this model
vertank. While not as radical a modification compared to some of theer units in this report, the performance improvement is impressive.
Installing a more expensive but less massive extra-light engine to
lace the fusion plant in Scarboroughs newer variants, project engineer
bert McMichaelson boosted the Pegasus standard cruising speed by
re than twenty percent. Adding a supercharger boosted the top speed
n further than prior variants, and test data estimated a maximum
d speed of over 237 kph. This extreme mobility promises to make the
erimental Pegasus-X a tremendously useful recon and harassing unit.
In addition to the engine upgrades, McMichaelson added unit
rdination technologies to the Pegasus-X. By installing a C 3slave, this
icle provides a powerful element to any C 3-equipped company. It can
st through or circle past enemy positions faster than most opponents
track, perform rear area attacks and provide targeting data to its
mrades to finish the job.
A mix of old and new technologies were used to arm the Pegasus-X.
king to ensure accurate fire from the crew, the vehicle mounts a S treak
M 6 launcher and a pair of experimental X-pulse lasers. The lasers provide
reme accuracy with the same reach as the missiles, which enable this
icle to pelt opposing vehicles and infantry with deadly efficiency.
Unfortunately, the first full-scale test of the Pegasus-X suffered
atastrophic failure when the engine supercharger was engagedd misfired. While this scuttled the test, the remaining systems were
mpaired, suggesting a robust design and integration of the speed-
osting components. Evaluation of the failure mechanism proceeds
ce under McMichaelsons supervision, but further field tests have been
tponed indefinitely. (Unofficially, McMichaelson promises a new test
ore the year ends.)
Type: Pegasus X
Technology Base: Inner Sphere (Experimental)
Movement Type: Hover
Tonnage: 35Battle Value: 1,119
Equipment Mass
Internal Structure: 3.5
Engine: 210 XL 7
Type: Fusion
Cruising MP: 11
Flank MP: 17 [22]
Heat Sinks: 12 2
Control Equipment: 2
Turret Equipment: 1
Lift Equipment: 3.5
Power Amplifier: 0
Equipment Mass
Armor Factor (Heavy Ferro): 89 4.5
Armor
Value Front 24
R/L Side 18/18
Rear 11
Turret 18
Weapons and Ammo Location Tonnage
2 Medium X-Pulse Lasers Turret 4
Streak SRM 6 Turret 4.5
Ammo (Streak) 15 Body 1
C3Slave Body 1
Supercharger Body 1
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HIRYO "HOUND" INFANTRY TRANSPORT
9
ld Testing Summation: Custom Hiryo Hybrid Refit
ducer/Site:Pesht Motors, Unity
pervising Technician:Montague Waltrip
ject Start Date:3077
n-Production Equipment Analysis:
Environmental Sealing
Bloodhound Active Probe
C3Remote Sensor Launcher
Medium X-Pulse Laser
verview
Continuing their improvement program, Pesht Motors has developed
other new variant on their Hiryo WiGE battle armor transport. S acrificingme of the vehicles carrying capacity in favor of crew protection, this new
ant has been dubbed the Hound due to its advanced active probe
tem. Although in the earliest stages of field-testing, taking place as it
es during the current conflict, the new Hiryo offers some interesting
difications compared to the original and subsequent variant. While the
t per unit is markedly increasedmainly due to the engineit seems
be justified in light of the performance the upgrades afford. As with all
w designs, however, the production model may differ significantly from
version seen in the earliest stages.
A bulkier, but much lighter, XL engine replaces the Hiryos standard
t fusion plant. While the top speed remains the same, the Hound is
ter suited to reconnaissance thanks to the Bloodhound active probe it
ries, this gives the Hound the ability to locate hidden Purifier suits and
er well-camouflaged units.
The firepower of prior Hiryosoriginally deemed suitable becaus e
vehicles prime mission is to deliver battle armor squads and leave as
as possibleis further reduced in the Hound to a single medium
ulse laser, providing the accuracy and damage of a pulse laser with the
ge of a standard laser. This reduction in firepower allows the Hound
carry a C3 remote sensor launcher. Deployed properly, this system
bles a friendly C3-equipped force to better target the hidden enemiesHound detects without endangering a dedicated C 3-equipped unit in
process. But while supporting fire from friendly units will be beneficial,
not yet certain if it justifies neutering the Hounds weaponry.
In exchange for these changes, the Hounds cargo capacity is half
t of the standard Hiryo, allowing only one armored squad to be carried
o combat. Environmental sealing, however, affords these troops even
ter protection against hostile atmospheres and chemical weapons, a
dent modification given the events of the current conflict.
Type: Hiryo Hound
Technology Base: Inner Sphere (Experimental)
Movement Type: WiGE
Tonnage: 40
Battle Value: 628
Equipment Mass
Internal Structure: 4
Engine: 205 XL 7
Type: Fusion
Cruising MP: 8
Flank MP: 12
Heat Sinks: 10 0
Control Equipment: 2
Lift Equipment: 4
Power Amplifier: 0
Turret: 0
Equipment Mass
Armor Factor (Heavy Ferro): 119 6
Armor
Value
Front 34 R/L Side 30/30
Rear 25
Weapons and Ammo Location Tonnage
Bloodhound Active Probe Front 2
Medium X-Pulse Laser Front 2
C3Remote Sensor Launcher Front 4
Ammo (C3Sensors) 4 Body 1
Battle Armor Compartment Body 4
Environmental Sealing 4
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TOKUGAWA YUMI
0
ld Testing Summation: Custom Tokugawa Hybrid Refit
ducer/Site:Buda Imperial Vehicles, Luthien
pervising Technician:Roald Vu (deceased)
ject Start Date:3067
n-Production Equipment Analysis:
Clan Ferro-Fibrous Armor
XXL Engine
Extended LRM 15
Hyper-Velocity AC/10
verview
When Luthien was attacked, the damage to the various manufacturing
lities there was extensive. Some may never be repaired. One that wasred the worst in the attacks was Tokugawa production line of Buda
perial Vehicles. Repairs continue apace, but the most important find
dst the rubble was the specs and partially-built prototype Tokugawa
mi. The Yumi variant was not intended for production. Rather, it was a
tom modification conceived as a means to test several new weapon
tems. As the DCMS directly provided the specifications for the Yumi to
Buda engineering staff, it would have been a critical loss should the
a or prototype have been captured or destroyed.
Many in the DCMS considered extended LRM technology dead, but
porters prevailed in using the Yumi as a final ELRM test bed. Though it
asts an effective range of over a k ilometer, inaccuracy issues still plague
ELRM system. Using a C3 system as part of the targeting package
ms to have improved the reliability enough to warrant inclusion in
me specialized combat deployments, perhaps as an intermediary of
g-range missile fire and artillery bombardment. Without a C 3 system,
thing short of infantry spotting or a long clear field of fire makes the
tem problematic at best.
Similarly, the hyper-velocity autocannon is a new technology. As the
t Combine unit to install or test the weapon, its accuracy is all one could
pe for. However, the resulting smoke cloud that is generated from firing
HV AC/10 is a guarantee that the firing unit will become an obviousget. This precludes the weapon from deployment with any covert
ces. Though the weapon ranges one-third farth er than standard ACs of
class and the weapon cost is only slightly more expensive, this is offset
tripled ammo costs. Over the long-term, a Gauss rifle refit may prove
re efficient.
As noted, the Yumi is only a unique prototype at this time. As
h, accommodating the heavy weapons, Clan-made armor, XXL-class
gine, and the hard-to-find ammunition is difficult and expensive. Buda
gineers have suggested using an XL engine and standard ferro fibrous
mor to reduce weight and produce a more combat-worthy tank, but at
sent there is little interest, due to the superior performance and easier
ntenance of extant Tokugawa variants.
Type: Tokugawa Yumi
Technology Base: Mixed (Experimental)
Movement Type: Wheeled
Tonnage: 60
Battle Value: 1,116
Equipment Mass
Internal Structure: 6Engine: 280 XXL 8.5
Type: Fusion
Cruising MP: 5
Flank MP: 8
Heat Sinks: 10 0
Control Equipment: 3
Turret Equipment: 3
Lift Equipment: 0
Power Amplifier: 0
Armor Factor (Clan Ferro): 163 8.5
Armor
Value
Front 36
R/L Side 33/33
Rear 30
Turret 31
Weapons and Ammo Location Tonnage
Extended LRM 15 Turret 12
Ammo (ELRM) 12 Body 2
HVAC/10 Turret 14
Ammo (HVAC) 16 Body 2
C3Slave Body 1
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ON-2X ONI
1
ld Testing Summation: Prototype ON Chassis Refit
ducer/Site:Wakizashi Enterprises, Chatham
pervising Technician:Russell Honda
ject Start Date:3077
n-Production Equipment Analysis:
Vehicular Stealth Armor
Angel ECM
Binary Laser (Blazer) Cannon
Laser Anti-Missile System
verview
After several lackluster attempts to adapt Capellan BattleMech
alth armor to vehicle use, our unsuccessful efforts became moot afterCapellans completed the development for themselves. Since past
tions wereat bestan alliance of convenience, it was certain that
h the privations of the Jihad would leave House Liao unwilling to
re this new military secret with the Combine. Fortunately, the Blakists
mpromised the Confederations military secrets first, and through them,
technology leaked to other states as the Words defeats mounted.
Realizing the severe impact this new armor will have in future
flicts, testing the vehicular stealth systemboth for our own use
d to devise countermeasureswas deemed a top priority. It was for
reason that the pre-existing upgrade program for the Oniaerospace
hter was re-tasked to apply the new armor.
Employing an Angel ECM instead of the stan dard Guardian improves
disruptive reach of the fighters electronic warfare capabilities.
ile the Angels effect is negated when the stealth armor is active, the
vivability of the new Oniis greatly enhanced, with enemies forced into
rt range for accurate targeting. At such distances, any enemy craft
uld then be within reach of the Onis rear-firing medium pulse laser. For
ra protection, a laser anti-missile system helps protect against missile
, freeing the Oni from ammunition dependence, though at a high cost
waste heat.
An oldbut effectivebinary laser cannon is mounted in the nose,ch delivers solid damage, especially when backed up by an MRM
ncher that is enhanced by the new Apollo fire control system. The wings
d a single ER medium laser each for additional strafing power. Heat is
nerally not a problem when strafing, but the sinks can be overtaxed
uld the Oniattempt to strafe while its stealth armor is active, or should
ke missile fire and its laser AMS engages at an inopportune moment.
Combined with an XL engine installed for weight savings, it is clear
t Wakizashis Russell Honda spared no expense in upgrading the
, producing a very costly fighter overall. Furthermore, it should be
ed that as of yet, no vehicular stealth armor is being manufactured
mestically. The first production batchto be produced by Chatham
morersis not expected for at least two years.
Type: ON-2X Oni
Technology Base: Inner Sphere (Experimental)
Tonnage: 55
Battle Value: 1,733
Equipment Mass
Engine: 275 XL 8
Safe Thrust: 7
Maximum Thrust: 11
Structural Integrity: 7 0
Heat Sinks: 15 [30] 5
Fuel: 160 2
Cockpit: 3Armor Factor (Veh. Stealth)*: 136 8.5
Armor
Value
Nose 45
Wings 34 / 34
Aft 23
Weapons and Ammo Location Mas s Heat SRV MRV LRV ERV
Binary Laser Cannon Nose 9 16 12 12
MRM-30 w/ Apollo FCS Nose 11 10 18 18
Ammo (MRM) 8 1
Laser AMS Nose 1.5 7
ER Medium Laser RW 1 5 5 5
ER Medium Laser LW 1 5 5 5
Medium Pulse Laser Aft 2 4 6
Angel ECM Aft 2
*Vehicular Stealth Armor occupies 1 slot on each wing, requires functioning
ECM to operate, and generates 10 heat per turn while in operation.
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SL-17X SHILONE
2
ld Testing Summation: Custom SL-17 Chassis Refit
ducer/Site:Wakizashi Enterprises, Chatham
pervising Technician:Senior Engineer Pablito Reynolds
ject Start Date:3075
n-Production Equipment Analysis:
Chaff Pods
Improved Heavy Gauss Rifle
Clan Medium Pulse Lasers
verview
Near the end of their civil war, our agents learned that the Lyrans
d refined the technology of their already-impressive heavy Gauss rifle.
parently, through use of heavier and bulk ier components, the projectileed is able to remain constant throughout its flight. Through no small
ount of effort, plans were obtained and efforts begun to construct
e of these fearsome weapons for testing. Though slowed greatly by
Jihad, a single prototype was finally produced. To maintain secrecy,
research effort was performed at Wakizashi Enterprises on Chatham
ead of at a combat vehicle or BattleMech manufacturing facility.
Stripping down an SL-17R Shilone, Pablito Reynolds, the engineer
gned the project, was able to reconfigure the nose assembly to mount
massive cannon. More massive than even the standard heavy Gauss
e, both of the Shilones forward-facing LRMs and its rear-facing SRMs
d to be removed; three tons of ammo allow the cannon to destroy
merous enemy targets. Reynolds was able to squeeze the nose-
unted large laser back in beneath the cannon, and also upgraded the
g-mounted lasers to Clan versions. The weight of these new systems
uired removing one ton of fuel capacity from the Shilone.
Since the armor had to be removed for the refit, Reynolds took
initiative to replace it with ferro-aluminum. This provides the same
tection for less weight. Also, with the aft SRM protection gone, he
alled two test-quality chaff pods to aid pilots who acquire a tail. With
re time, he reported, the engine might be upgraded to an XL class of
same rating to reduce the weight further, possibly allowing some ofmissiles to remain or to improve armor.
The first flight test showed that the trim of the fighter was off, with
pilot nearly crashing soon after takeoff. The chassis was re-examined
d, after Reynolds made some minor adjustments, the second flight
ceeded much more smoothly. The devastating long-range power
the improved Gauss rifle impressed the DCMS representatives who
nessed the test. However, as no facility yet exists to mass-produce the
apon, it is doubtful this new variant or any other combat unit based on
ill soon be produced in any quantities worth mentioning.
Type: SL-17X Shilone
Technology Base: Mixed (Experimental)
Tonnage: 65
Battle Value: 1,917
Equipment MassEngine: 260 13.5
Safe Thrust: 6
Maximum Thrust: 9
Structural Integrity: 6 0
Heat Sinks: 10 [20] 0
Fuel: 320 4
Cockpit: 3
Armor Factor (Ferro-Aluminum): 188 10.5
Armor
Value
Nose 60
Wings 45 / 45
Aft 38
Weapons and Ammo Location Mass Heat SRV MRV LR
Improved Heavy Gauss Rifle Nose 20 2 22 22 2
Ammo (Heavy Gauss) 12 3
Large Laser Nose 5 8 8 8
Med Pulse Laser (C) RW 2 4 7 7
Med Pulse Laser (C) LW 2 4 7 7 2 Chaff Pods Aft 2 0
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NEKOHONO'O HQ
3
ld Testing Summation: Prototype NekohonooHull Refit
ducer/Site:BBP Industries, New Samarkand
pervising Technician:Charles Mitchell Lamb III
ject Start Date:3077
n-Production Equipment Analysis:
Cruise Missile/70s
Cruise Missile/120s
Naval C3System
verview
Scarcely a decade out of its initial production run, the Nekohonoo
mains a top-of-the-line assault DropShip. Built to transport troops in
ge numbers and still put a tremendous amount of firepower into themy, one might wonder why it should be included in a document
cerning upgrades. While tampering with success might be anathema
those of other manufacturers, the staff at BBP Industries constantly
ves for improvement, and their crowning achievement in military
pShips is no exception. Despite losing their primary facilities on
hien, BBP managed to start this prototype refit at their R&D site on New
markand in 3077.
With a greater focus on ground support and combat command,
first change made was to replace the original small craft bays with
ough BattleMech cubicles to carry a command company into the
ater, while retaining the battle armor and aerospace fighter bays per
standard design.
Swapping out the MRMs and a good deal of cargo space for newly
veloped cruise missile artillery essentially provides the grounded
kohonoo HQ with an artillery capability comparable to orbital
mbardment as far as potential targets are concerned. This change also
essitated the removal of most of the ships Kraken-T launchers and
addition of more double-strength heat sinks. Shorter-range artillery
portaided by friendly units with TAGis provided by several Arrow
ystems to supplement the cruise missiles. The ER PPCs were upgraded
eavy PPCs and Apollo fire control systems were added to the remainingM launchers. An LB 10-X autocannon battery was added to the nose for
i-aerospace firepower.
The HQ variant sports a much larger communications suite that
ws it to tie into any allied satellite imaging systems that might be
ilable. By sharing this information with friendly units, the Nekohonoo
enables remarkable unit coordination. Further complementing
rdination of theater forces, the HQ variant mounts both a Large Naval
mm Scanner Suite and a new Naval C3 system. While of little benefit
the ground, these systems go far toward ensuring the HQ can make
netfall safely.
NekohonooHQ-Class DropShip
Type:Military Spheroid
Use:Assault Ship
Tech:Inner Sphere (Experimental)
Introduced:3077
Mass:16,000
Battle Value:40,137
Fuel:400 tons (12,000)
Tons/Burn Day:1.84
Safe Thrust: 5
Maximum Thrust:8
Heat Sinks: 550 (1100)Structural Integrity:16
Armor
Nose: 310
Sides: 236
Aft: 175
Cargo
Bay 1: Fighters (6) 2 Doors
Bay 2: BattleMechs (12) 2 Doors
Bay 3: Battle Armor (27 squads) 2 Doors
Bay 4: Cargo (1,642.5 tons) 2 Doors
Escape Pods:6
Life Boats:0
Crew: 18 officers, 11 enlisted/non-rated, 13 gunners, 24 Second Class
passengers
Note:Mounts 57 tons of Ferro-Aluminum armor, Large NCSS, Naval C 3, and
Communications Equipment (12 tons)
Ammunition: 10 Kraken-T missiles (1,000 tons), 40 rounds Screen
Launchers (400 tons), 36 rounds MRM 40 ammunition (6 tons), 60 rounds
Streak SRM 6 ammunition (4 tons), 60 Cruise Missile/70 (2100 tons), 20
Cruise Missile/120 (1200 tons), 64 rounds Gauss Rifle ammunition (16
tons), 60 Arrow IV Missiles (12 tons), 560 rounds of LB 10-X AC ammunition
(56 tons), 150 rounds of Streak SRM 4 ammunition (6 tons).
Weapons: Capital Attack Values (Standard)
Arc Heat SRV MRV LRV ERV Bay Ty
Nose (104 heat)
1 Kraken-T (10 Missiles) 50 10 (100) 10 (100) 10 (100) 10 (100) Capital M
2 MRM-40 + Apollo FCS (36 Rounds) 24 5 (48) 5 (48) MRM
4 LB 10-X AC (360 Rounds) 8 2 (24) 2 (24) LB-X A
5 Streak SRM6 (60 Rounds) 20 6 (60) SRM
FL/FR (414 heat)
3 Cruise Missile/70 (30 Missiles) 210 21 (210) 21 (210) 21 (210) 21 (210) Artiller
1 Cruise Missile/120 (10 Missiles) 120 12 (120) 12 (120) 12 (120) 12 (120) Artiller
2 Arrow IV (30 Missiles) 20 4 (40) 4 (40) 4 (40) 4 (40) Artiller 4 Gauss Rifles (64 Rounds) 4 6 (60) 6 (60) 6 (60) Autocan
4 Heavy PPCs 60 6 (60) 6 (60) PPC
AL/AR (43 heat)
Screen Launcher (20 Rounds) 10 Scree
5 LB 10-X AC (200 Rounds) 10 3 (30) 3 (30) LB-X A
3 Streak SRM 4 (75 Rounds) 9 2 (24) SRM
3 ER Medium Lasers 15 2 (15) 2 (15) Lase
Aft (70 heat)
7 Large Pulse Lasers 70 6 (63) 6 (63) Pulse La
*Artillery weapons may only be fired when the DropShip is landed
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KAGE C
4
ld Testing Summation: Prototype Kage Chassis Refit
ducer/Site:New Samarkand Metals, New Samarkand
pervising Technician:Benjiro Klinefelter
ject Start Date:3077
n-Production Equipment Analysis:
Battle Armor C3System
verview
The primary battle suit for DEST infiltration units, the Kage
proven time and again to be a valuable part of the Combines
enal. With few complaints from those who wear the Kage for
mbat and irregular operations, little change was attempted for
upgrade. However, Kage squads often operate on their own,ependent of any other combat formation. Given the Kage
s renowned stealth abilities, various unit commanders have
gested a suit variant to serve as part of a larger force. Engineer
njiro Klinefelter of New Samarkand Metals has attempted to
dress this request.
First, the Kages armor has not been updated since the suits
eption. While the basic stealth armor is reliable and well known,
re are superior options. Though Klinefelter felt standard stealth
mor would be an adequate upgrade, he was swayed to use
metic armor salvaged from Blakist Purifier suits found in the
ns on Pesht. The lighter weight of the mimetic armor allowed
gineers to install an additional 20 percent protection compared
tandard Kages. With its superior camouflage ability, especially
a stationary suit, this mimetic Kage can find an observation
ition and guide friendly fire onto our enemies with less fear
detection.
To provide the targeting assistance, Klinefelter installed an
erimental battle armor C3 system, also salvaged from Blakist
s on Pesht. While allowing a Kage squad to link into a friendly
network, the system occupies one-third of th e Kages entire suit
ght. Combined with the bulk of the mimetic armor, this left options for additional armament. Furthermore, the partial
g assembly was too heavy for the suits new design and had
be removed.
For field trials, the first squad of Kage Cs was delivered
o the hands of Tai-saRichard Cenkars Yoninisuu. With their
ent activities on Vega recently concluded, the Yoninisuuwere
en a brief retraining period on New Samarkand to evaluate
Kage C. Although the team was vocal in its displeasure at
lack of offensive weaponry, and stated that they were ill
ted to actual battle, New Samarkand Metals claims the trials
re successful. Plans for a limited production run of Kage Cs
already in the works.
Type: Kage C
Technology Base:Inner Sphere (Experimental)
Chassis Type:Humanoid
Weight Class:Light
Maximum Weight:750 kg
Battle Value:26
Swarm/Leg Attack/Mechanized/AP:Yes/Yes/Yes/Yes
Notes:None.
Equipment Slots Mass
Chassis: Humanoid 100 kg
Motive System:
Ground MP: 1 0 kg Jump MP: 3 75 kg
Manipulators:
Left Arm: Armored Glove 0 kg
Right Arm: Armored Glove 0 kg
Armor: Mimetic 7 300 kg
Armor Value: 6 + 1 (Trooper)
Slots
Weapons and Equipment Location (Capacity) Mass
Battle Armor C3System Body 1 250 kg
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VOID CALTROP
5
ld Testing Summation: Prototype Void Hybrid Refit
ducer/Site:Ishikawajima-Harima BAI, Luthien
pervising Technician:Dante Harima
ject Start Date:3078
n-Production Equipment Analysis:
Mechanical Jump Booster
Clan Improved Stealth Armor
Clan ER Small Laser
verview
As one of the newest DCMS battle suits, no official program
s commissioned to investigate potential upgrades for the Void.
wever, the development team at Ishikawajima-Harima BAI, ledDante Harima, chose to pursue a path to a new variant without
ting for a request. Hoping to garner an early foothold on future
tracts by presenting a completely upgraded suit developed in
recy, our investigations learned of these design and testing
orts without alerting the technical staff at Ishikawajima-Harima.
Seeking to master the new battle armor mechanical jump
oster systems we first learned of via intelligence gathering
m captured Blakist documents, the Voids jump jets have been
moved. While trading the jets for the boosters drastically reduces
suits jump range, the new Void variant gains additional
ning speed that alleviates any mobility concerns.
Replacing the Voids stealth armor with a lighter Clan
uivalent, Harima succeeded in increasing the protection by 40
cent and even saved weight in the process. To aid in swarming
acks (which the heavy battle claws now facilitate), the body-
unted support PPC was replaced with a right arm-mounted
n-spec ER small laser that easily doubles the suits damage
ential for a small sacrifice in range. The torso then adds a mine
penser. It is this minelayer capability that gives this Void variant
nickname, the Caltrop.
ISF operatives report that field tests have yet to be performed,ugh a brief functionality test performed by one of Harimas
m verified the mobility and targeting systems. It is expected
t Ishikawajima-Harima will soon announce their redesign
ject if it meets with further success. From the design specs,
ima clearly seeks to provide a remarkably enhan ced battle suit
the DCMS, which should be lauded. One should n ote, however,
potential implications of this secret development effort. While
intent of their directors may be to improve their products for
Dragon, the possibility remains that Ishikawajima-Harima
y have sought to sell this new design to hostile forces or
haps to create a unauthorized covert corporate security force.
ensure against this eventuality, increased surveillance has
en implemented of both the board of directors and the top
gineering staff.
Type: Void Caltrop
Technology Base:Mixed (Experimental)
Chassis Type:Humanoid
Weight Class:Medium
Maximum Weight:1,000 kg
Battle Value:58
Swarm/Leg Attack/Mechanized/AP:Yes/Yes/Yes/No
Notes: May not attempt Anti-Mech Swarm and Leg Attacks in the
same turn as it uses Jump MP.
Equipment Slots Mass
Chassis: Humanoid 175 kg
Motive System:Ground MP: 3 40 kg
Jump MP: 1 0 kg
Manipulators:
Left Arm: Heavy Battle Claw 20 kg
Right Arm: Heavy Battle Claw 20 kg
Armor: Improved Stealth (C) 5 245 kg
Armor Value: 7 + 1 (Trooper)
SlotsWeapons and Equipment Location (Capacity) MassER Small Laser (C) RA 2 350 kgMine Dispenser Body 2 50 kgMechanical Jump Booster 100 kg
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MECH RECORD SHEET
2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
'MECH DATA WARRIOR DATA
CRITICAL HIT TABLE
HEAT DATA
Hea
Sca
Overfl
0
1
2
3
4
5
19
20
21
22
23
24
25
26
27
28
29
30
6
7
8
9
10
11
12
13
14
15
17
18
16
INTERNAL STRUCTURE DIAGRAM
ARMOR DIAGRAM
30 Shutdown
Heat
Level* Effects
28 Ammo Exp. avoid on 8+26 Shutdown, avoid on 10+25 5 Movement Points24 +4 Modifier to Fire23 Ammo Exp. avoid on 6+22 Shutdown, avoid on 8+20 4 Movement Points19 Ammo Exp. avoid on 4+18 Shutdown, avoid on 6+17 +3 Modifier to Fire15 3 Movement Points14 Shutdown, avoid on 4+13 +2 Modifier to Fire10 2 Movement Points8 +1 Modifier to Fire5 1 Movement Points
Name:
Gunnery Skill: Piloting Skill:
1
3
2
5
3
7
4
10
5
11
6DeadConsciousness#
Hits Taken
Type:
Movement Points:
Tech Base:
Weapons & Equipment Inventory (hexes)
Qty Type Loc Ht Dmg Min Sht Med Lng
Tonnage:
Walking:
Running:Jumping:
Damage TransferDiagram
Left Arm
1-3
1. Shoulder2. Upper Arm Actuator3.4.5.
6.
4-6
1.2.3.4.5.6.
Left Torso
1-3
1.2.3.4.5.6.
4-6
1.2.3.4.5.6.
Left Leg1. Hip2. Upper Leg Actuator3. Lower Leg Actuator4. Foot Actuator5.6.
1-3
1.2.3.4.5.
6.
4-6
1.2.3.4.5.6.
1-3
1.2.3.4.5.6.
4-6
1.2.3.4.5.6.
1.2.3.4.5.6.
Head1.2.3.4.5.6.
1-3
1.2.3.4.5.6.
4-6
1.2.3.4.5.6.
Center Torso
Right ArmShoulderUpper Arm Actuator
Right Torso
Right LegHipUpper Leg ActuatorLower Leg ActuatorFoot Actuator
Life SupportSensor HitsGyro Hits
Engine Hits
Head
Center
Torso
(11)
Right
Leg
(8)
Left
Arm
(6)
Right
Arm
(6)
Left Torso (8) Right Torso (8)
Left
Leg
(8)
RigLe(16
LeftLeg(16)
Left Arm
(12)
Right Ar
(12)
Torso Rea
(4)
RightLeft
Torso Rear
(4)
Right Torso
(12)
Left Torso
(12)
Center
Torso
Rear (5)
Center
Torso
(16)
Head (9)
XL Fusion EngineXL Fusion EngineXL Fusion Engine
XL Fusion EngineCockpitSensors
Life Support Life SupportXL Fusion EngineXL Fusion EngineXL Fusion Engine
XL Fusion EngineXL Fusion EngineXL Fusion Engine
SensorsSensors
XL Fusion Engine
XL Fusion Engine
Compact GyroCompact Gyro
Heat Sinks:
10 (20)
Double
Medium Laser
Medium Laser
Null-Signature System
Light Ferro-Fibrous
Roll AgainRoll AgainRoll AgainRoll Again
Roll AgainRoll Again
Jump JetNull-Signature System
Double Heat SinkDouble Heat Sink
Double Heat SinkJump JetJump JetJump Jet
Light Ferro-Fibrous
Light Ferro-FibrousNull-Signature System
Null-Signature System
Null-Signature System
Light Ferro-Fibrous
Roll AgainRoll AgainRoll AgainRoll Again
Roll Again
BV:1,452
7
117
JR10-X JENNER
Inner Sphere
(Experimental)Jihad
35
Roll Again
Jump JetJump Jet
Jump JetAngel ECMAngel ECMNull-Signature System
Roll Again
Light Ferro-FibrousNull-Signature System
Light Ferro-Fibrous
Medium Laser
Medium Laser
2 Medium Laser RA 3 5 [DE] 3 6 9
2 Medium Laser LA 3 5 [DE] 3 6 9
2 Medium Laser H 3 5 [DE] 3 6 9
1 Angel ECM RT [E] 6
1 Null-Signature 10 [E]
System
Notes: Composite Internal Structure
Medium Laser
Light Ferro-Fibrous
Roll Again
Medium Laser
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MECH RECORD SHEET
2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
'MECH DATA WARRIOR DATA
CRITICAL HIT TABLE
HEAT DATA
Hea
Sca
Overfl
0
1
2
3
4
5
19
20
21
22
23
24
25
26
27
28
29
30
6
7
8
9
10
11
12
13
14
15
17
18
16
INTERNAL STRUCTURE DIAGRAM
ARMOR DIAGRAM
30 Shutdown
Heat
Level* Effects
28 Ammo Exp. avoid on 8+26 Shutdown, avoid on 10+25 5 Movement Points24 +4 Modifier to Fire23 Ammo Exp. avoid on 6+22 Shutdown, avoid on 8+20 4 Movement Points19 Ammo Exp. avoid on 4+18 Shutdown, avoid on 6+17 +3 Modifier to Fire15 3 Movement Points14 Shutdown, avoid on 4+13 +2 Modifier to Fire10 2 Movement Points8 +1 Modifier to Fire5 1 Movement Points
Name:
Gunnery Skill: Piloting Skill:
1
3
2
5
3
7
4
10
5
11
6DeadConsciousness#
Hits Taken
Type:
Movement Points:
Tech Base:
Weapons & Equipment Inventory (hexes)
Qty Type Loc Ht Dmg Min Sht Med Lng
Tonnage:
Walking:
Running:Jumping:
Damage TransferDiagram
Left Arm
1-3
1. Shoulder2. Upper Arm Actuator3.4.5.
6.
4-6
1.2.3.4.5.6.
Left Torso
1-3
1.2.3.4.5.6.
4-6
1.2.3.4.5.6.
Left Leg1. Hip2. Upper Leg Actuator3. Lower Leg Actuator4. Foot Actuator5.6.
1-3
1.2.3.4.5.
6.
4-6
1.2.3.4.5.6.
1-3
1.2.3.4.5.6.
4-6
1.2.3.4.5.6.
1.2.3.4.5.6.
Head1.2.3.4.5.6.
1-3
1.2.3.4.5.6.
4-6
1.2.3.4.5.6.
Center Torso
Right ArmShoulderUpper Arm Actuator
Right Torso
Right LegHipUpper Leg ActuatorLower Leg ActuatorFoot Actuator
Life SupportSensor HitsGyro Hits
Engine Hits
Head
Center
Torso
(14)
Right
Leg
(11)
Left
Arm
(7)
Right
Arm
(7)
Left Torso (11) Right Torso (11)
Left
Leg
(11)
RigLe(20
LeftLeg(20)
Left Arm
(14)
Right Ar
(14)
Torso Rea
(5)
RightLeft
Torso Rear
(5)
Right Torso
(17)
Left Torso
(17)
Center
Torso
Rear (5)
Center
Torso
(17)
Head (9)
XL Fusion EngineXL Fusion EngineXL Fusion Engine
XL Fusion EngineXL Fusion Engine
XL Fusion EngineXL Fusion EngineXL Fusion EngineXL Fusion Engine
XL Fusion EngineXL Fusion EngineXL Fusion Engine
Gyro
Gyro
GyroGyro
Life Support
Sensors
Cockpit
Life Support
Sensors
Heat Sinks:
10 (20)
Double
Lower Arm Actuator
Hand Actuator
Endo Steel
Ferro-Fibrous
Ferro-FibrousFerro-FibrousFerro-FibrousFerro-Fibrous
Roll AgainRoll Again
Endo SteelFerro-Fibrous
Medium X-Pulse Laser
Endo SteelMedium X-Pulse Laser
Endo SteelEndo SteelFerro-FibrousFerro-Fibrous
Roll Again
Ferro-FibrousEndo Steel
Ferro-Fibrous
Silver Bullet Gauss Rifle
Silver Bullet Gauss Rifle
Silver Bullet Gauss Rifle
Silver Bullet Gauss Rifle
Silver Bullet Gauss Rifle
Ammo (Silver Bullet) 8
Endo Steel
BV:1,211
6
90
WFT-2X WOLF TRAP BEAR TRAP
Inner Sphere
(Experimental)Jihad
45
Ammo (Silver Bullet) 8
Endo Steel
Endo SteelEndo Steel
Endo SteelEndo SteelFerro-FibrousFerro-Fibrous
Roll Again
Ferro-FibrousEndo Steel
Ferro-Fibrous
Silver Bullet Gauss Rifle
Silver Bullet Gauss Rifle
Endo Steel
1 Silver Bullet RA 1 15 2 7 15 22
Gauss Rifle [DB,XC,F,X]
2 Medium X-Pulse LT 6 6 [P] 3 6 9
Laser
8/14/2019 XTRO Kurita
19/28
MECH RECORD SHEET
2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
'MECH DATA WARRIOR DATA
CRITICAL HIT TABLE
HEAT DATA
Hea
Sca
Overfl
0
1
2
3
4
5
19
20
21
22
23
24
25
26
27
28
29
30
6
7
8
9
10
11
12
13
14
15
17
18
16
INTERNAL STRUCTURE DIAGRAM
ARMOR DIAGRAM
30 Shutdown
Heat
Level* Effects
28 Ammo Exp. avoid on 8+26 Shutdown, avoid on 10+25 5 Movement Points24 +4 Modifier to Fire23 Ammo Exp. avoid on 6+22 Shutdown, avoid on 8+20 4 Movement Points19 Ammo Exp. avoid on 4+18 Shutdown, avoid on 6+17 +3 Modifier to Fire15 3 Movement Points14 Shutdown, avoid on 4+13 +2 Modifier to Fire10 2 Movement Points8 +1 Modifier to Fire5 1 Movement Points
Name:
Gunnery Skill: Piloting Skill:
1
3
2
5
3
7
4
10
5
11
6DeadConsciousness#
Hits Taken
Type:
Movement Points:
Tech Base:
Weapons & Equipment Inventory (hexes)
Qty Type Loc Ht Dmg Min Sht Med Lng
Tonnage:
Walking:
Running:Jumping:
Damage TransferDiagram
Left Arm
1-3
1. Shoulder2. Upper Arm Actuator3.4.5.
6.
4-6
1.2.3.4.5.6.
Left Torso
1-3
1.2.3.4.5.6.
4-6
1.2.3.4.5.6.
Left Leg1. Hip2. Upper Leg Actuator3. Lower Leg Actuator4. Foot Actuator5.6.
1-3
1.2.3.4.5.
6.
4-6
1.2.3.4.5.6.
1-3
1.2.3.4.5.6.
4-6
1.2.3.4.5.6.
1.2.3.4.5.6.
Head1.2.3.4.5.6.
1-3
1.2.3.4.5.6.
4-6
1.2.3.4.5.6.
Center Torso
Right ArmShoulderUpper Arm Actuator
Right Torso
Right LegHipUpper Leg ActuatorLower Leg ActuatorFoot Actuator
Life SupportSensor HitsGyro Hits
Engine Hits
Head
Center
Torso
(22)
Right
Leg
(15)
Left
Arm
(11)
Right
Arm
(11)
Left Torso (15) Right Torso (15)
Left
Leg
(15)
RigLe(30
LeftLeg(30)
Left Arm
(22)
Right Ar
(22)
Torso Rea
(8)
RightLeft
Torso Rear
(8)
Right Torso
(22)
Left Torso
(22)
Center
Torso
Rear (12)
Center
Torso
(32)
Head (9)
XL Fusion EngineXL Fusion EngineXL Fusion Engine
XL Fusion EngineXL Fusion Engine
XL Fusion EngineXL Fusion EngineXL Fusion EngineXL Fusion Engine
XL Fusion EngineXL Fusion EngineXL Fusion Engine
Gyro
Gyro
GyroGyro
Life Support
Sensors
Cockpit
Life Support
Sensors
Heat Sinks:
15 (30)
Double
Lower Arm Actuator
Hand Actuator
Large Vibroblade
Large Vibroblade
Large VibrobladeLarge VibrobladeFerro-Fibrous (C)Endo Steel
Roll AgainRoll Again
Double Heat Sink (C)Double Heat Sink (C)
LRM 15 (C)
Artemis IV FCS (C)LRM 15 (C)
Ammo (LRM 15) 8SuperchargerER Small Laser (R) (C)Ferro-Fibrous (C)
Endo Steel
Endo SteelFerro-Fibrous (C)
Endo Steel
ER PPC (C)
Ferro-Fibrous (C)
Endo SteelEndo SteelEndo SteelEndo Steel
Endo Steel
BV:2,609
5
8 [10]0
NDA-3X NO-DACHI
Mixed (IS)
(Experimental)Jihad
70
Endo Steel
LRM 15 (C)
Artemis IV FCS (C)LRM 15 (C)
Ammo (LRM 15) 8Ferro-Fibrous (C)Ferro-Fibrous (C)Endo Steel
Endo Steel
Endo SteelFerro-Fibrous (C)
Endo Steel
Lower Arm Actuator
ER PPC (C)
ER Medium Laser (C)
1 Large Vibroblade RA 7 14* [ME,V] PHYS
1 ER PPC (C) LA 15 15 [DE] 7 14 23
1 LRM 15 (C) RT 5 1/Msl 7 14 21
w/Artemis IV FCS [M,C,S]
1 LRM 15 (C) LT 5 1/Msl 7 14 21
w/Artemis IV FCS [M,C,S]
1 Supercharger LT [PE]
1 ER Sml. Laser (C) LT(R) 2 5 [DE] 2 4 6
1 ER Med. Laser (C) H 5 7 [DE] 5 10 15
*8 when deactivated
(CASE)(CASE)
8/14/2019 XTRO Kurita
20/28
MECH RECORD SHEET
2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
'MECH DATA WARRIOR DATA
CRITICAL HIT TABLE
HEAT DATA
Hea
Sca
Overfl
0
1
2
3
4
5
19
20
21
22
23
24
25
26
27
28
29
30
6
7
8
9
10
11
12
13
14
15
17
18
16
INTERNAL STRUCTURE DIAGRAM
ARMOR DIAGRAM
30 Shutdown
Heat
Level* Effects
28 Ammo Exp. avoid on 8+26 Shutdown, avoid on 10+25 5 Movement Points24 +4 Modifier to Fire23 Ammo Exp. avoid on 6+22 Shutdown, avoid on 8+20 4 Movement Points19 Ammo Exp. avoid on 4+18 Shutdown, avoid on 6+17 +3 Modifier to Fire15 3 Movement Points14 Shutdown, avoid on 4+13 +2 Modifier to Fire10 2 Movement Points8 +1 Modifier to Fire5 1 Movement Points
Name:
Gunnery Skill: Piloting Skill:
1
3
2
5
3
7
4
10
5
11
6DeadConsciousness#
Hits Taken
Type:
Movement Points:
Tech Base:
Weapons & Equipment Inventory (hexes)
Qty Type Loc Ht Dmg Min Sht Med Lng
Tonnage:
Walking:
Running:UMU:
Damage TransferDiagram
Left Arm
1-3
1. Shoulder2. Upper Arm Actuator3.4.5.
6.
4-6
1.2.3.4.5.6.
Left Torso
1-3
1.2.3.4.5.6.
4-6
1.2.3.4.5.6.
Left Leg1. Hip2. Upper Leg Actuator3. Lower Leg Actuator4. Foot Actuator5.6.
1-3
1.2.3.4.5.
6.
4-6
1.2.3.4.5.6.
1-3
1.2.3.4.5.6.
4-6
1.2.3.4.5.6.
1.2.3.4.5.6.
Head1.2.3.4.5.6.
1-3
1.2.3.4.5.6.
4-6
1.2.3.4.5.6.
Center Torso
Right ArmShoulderUpper Arm Actuator
Right Torso
Right LegHipUpper Leg ActuatorLower Leg ActuatorFoot Actuator
Life SupportSensor HitsGyro Hits
Engine Hits
Head
Center
Torso
(25)
Right
Leg
(17)
Left
Arm
(13)
Right
Arm
(13)
Left Torso (17) Right Torso (17)
Left
Leg
(17)
RigLe(34
LeftLeg(34)
Left Arm
(26)
Right Ar
(26)
Torso Rea
(9)
RightLeft
Torso Rear
(9)
Right Torso
(25)
Left Torso
(25)
Center
Torso
Rear (15)
Center
Torso
(35)
Head (9)
XL Fusion EngineXL Fusion EngineXL Fusion Engine
XL Fusion EngineXL Fusion Engine
XL Fusion EngineXL Fusion EngineXL Fusion EngineXL Fusion Engine
XL Fusion EngineXL Fusion EngineXL Fusion Engine
Gyro
Gyro
GyroGyro
Life Support
Sensors
Cockpit
Life Support
Sensors
Heat Sinks:
10 (20)
Double
Lower Arm Actuator
Hand Actuator
Snub-Nose PPC
Snub-Nose PPC
Ferro-FibrousFerro-FibrousFerro-FibrousFerro-Fibrous
Ferro-FibrousFerro-Fibrous
Medium Laser
Ferro-FibrousUMU
LRT 15
UMU
LRT 15LRT 15
Ammo (LRT 15) 8
Medium Laser
Roll Again
Ferro-FibrousSRT 4
Medium Laser
Snub-Nose PPC
Snub-Nose PPC
Ferro-FibrousFerro-FibrousFerro-FibrousFerro-Fibrous
Roll Again
BV:1,961
4
64
HTM-35X HATAMOTO-KAERU
Inner Sphere
(Experimental)Jihad
80
Ferro-Fibrous
Ferro-FibrousSRT 4
LRT 15
LRT 15
LRT 15
Ammo (LRT 15) 8
Ammo (SRM 4) 25
Medium Laser
Medium Laser
UMU
UMU
Lower Arm Actuator
Hand Actuator
MASS
1 Snub-Nose PPC RA 10 10/8/5 9 13 15
[DE,V]
1 Snub-Nose PPC RA 10 10/8/5 9 13 15
[DE,V]
1 LRT 15 RT 5 1/Trp 6 7 14 21
[M,C,S]
1 LRT 15 LT 5 1/Trp 6 7 14 21
[M,C,S]
1 SRT 4 RL 3 2/Trp 3 6 9
[M,C,S]
1 SRT 4 RL 3 2/Trp 3 6 9
[M,C,S]2 Medium Laser RT 3 5 [DE] 3 6 9
2 Medium Laser LT 3 5 [DE] 3 6 9
1 Medium Laser CT 3 5 [DE] 3 6 9
Note: Composite Internal Structure. Full-Head Ejection System.
8/14/2019 XTRO Kurita
21/28
MECH RECORD SHEET
2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
'MECH DATA WARRIOR DATA
CRITICAL HIT TABLE
HEAT DATA
Hea
Sca
Overfl
0
1
2
3
4
5
19
20
21
22
23
24
25
26
27
28
29
30
6
7
8
9
10
11
12
13
14
15
17
18
16
INTERNAL STRUCTURE DIAGRAM
ARMOR DIAGRAM
30 Shutdown
Heat
Level* Effects
28 Ammo Exp. avoid on 8+26 Shutdown, avoid on 10+25 5 Movement Points24 +4 Modifier to Fire23 Ammo Exp. avoid on 6+22 Shutdown, avoid on 8+20 4 Movement Points19 Ammo Exp. avoid on 4+18 Shutdown, avoid on 6+17 +3 Modifier to Fire15 3 Movement Points14 Shutdown, avoid on 4+13 +2 Modifier to Fire10 2 Movement Points8 +1 Modifier to Fire5 1 Movement Points
Name:
Gunnery Skill: Piloting Skill:
1
3
2
5
3
7
4
10
5
11
6DeadConsciousness#
Hits Taken
Type:
Movement Points:
Tech Base:
Weapons & Equipment Inventory (hexes)
Qty Type Loc Ht Dmg Min Sht Med Lng
Tonnage:
Walking:
Running:Jumping:
Damage TransferDiagram
Left Arm
1-3
1. Shoulder2. Upper Arm Actuator3.4.5.
6.
4-6
1.2.3.4.5.6.
Left Torso
1-3
1.2.3.4.5.6.
4-6
1.2.3.4.5.6.
Left Leg1. Hip2. Upper Leg Actuator3. Lower Leg Actuator4. Foot Actuator5.6.
1-3
1.2.3.4.5.
6.
4-6
1.2.3.4.5.6.
1-3
1.2.3.4.5.6.
4-6
1.2.3.4.5.6.
1.2.3.4.5.6.
Head1.2.3.4.5.6.
1-3
1.2.3.4.5.6.
4-6
1.2.3.4.5.6.
Center Torso
Right ArmShoulderUpper Arm Actuator
Right Torso
Right LegHipUpper Leg ActuatorLower Leg ActuatorFoot Actuator
Life SupportSensor HitsGyro Hits
Engine Hits
Head
Center
Torso
(29)
Right
Leg
(19)
Left
Arm
(15)
Right
Arm
(15)
Left Torso (19) Right Torso (19)
Left
Leg
(19)
RigLe(38
LeftLeg(38)
Left Arm
(30)
Right Ar
(30)
Torso Rea
(10)
RightLeft
Torso Rear
(10)
Right Torso
(28)
Left Torso
(28)
Center
Torso
Rear (14)
Center
Torso
(44)
Head (9)
XL Fusion EngineXL Fusion EngineXL Fusion Engine
XL Fusion EngineXL Fusion Engine
XL Fusion EngineXL Fusion EngineXL Fusion EngineXL Fusion Engine
XL Fusion EngineXL Fusion EngineXL Fusion Engine
Gyro
Gyro
GyroGyro
Life Support
Sensors
Cockpit
Life Support
Sensors
Heat Sinks:
15 (30)
Double
Lower Arm ActuatorHand ActuatorLarge Vibroblade
Large Vibroblade
Large VibrobladeLarge VibrobladeEndo SteelEndo Steel
Roll AgainRoll Again
Booby TrapSupercharger
MASC
MASCMASC
MASCMASCEndo SteelEndo Steel
Roll Again
Endo SteelEndo Steel
Roll Again
Large Pulse Laser (C)
Large Pulse Laser (C)
Large Pulse Laser (C)Endo Steel
Endo Steel
Endo Steel
Roll Again
BV:2,647
4
6 [10]0
BNZ-X BANZAI
Mixed
(Experimental)Jihad
90
Roll Again
Medium Pulse Laser (C)
Endo SteelMedium Pulse Laser (C)
Endo SteelEndo SteelRoll AgainRoll Again
Roll Again
Endo SteelEndo Steel
Roll Again
Lower Arm ActuatorLarge Pulse Laser (C)
ER Small Laser (C)
1 Booby Trap CT [AE,OS]
1 Supercharger CT [PE]
2 Large Pulse RA 10 10 [P] 6 14 20
Laser (C)
2 Medium Pulse RT 4 7 [P] 4 8 12
Laser (C)
1 Large Vibroblade LA 7 14* [ME,V] PHYS
1 ER Small Laser (C) H 2 5 [DE] 2 4 6
*9 when deactivated
Notes: Full head ejection system
8/14/2019 XTRO Kurita
22/28
WiGE VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
CRITICAL DAMAGE
ARMOR DIAGRAM
TM
2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
Crew:
Gunnery Skill: Driving Skill:
Type:
Movement Points:
BV:
Tech Base:
Weapons & Equipment Inventory (hexes)
Qty Type Loc Dmg Min Sht Med Lng
Tonnage:
Movement Type:
Engine Type:
Cruising:
Flank:
Engine Hit
Stabilizers
Front Left Right
Motive System Hits +1 +2 +3
Sensor Hits +1 +2 +3 D
Rear
Driver HitCommander HitModifier to DrivingSkill rolls
Modifier to all Skill rolls
+1 +2
LeftSideArmor(30)
Front Armor(34)
Rear Armor(25)
Inner Sphere(Experimental)Jihad
1 Bloodhound Active F [E] 8
Probe1 Medium X-Pulse Laser F 6 [P] 3 6 9
1 C Remote Sensor F [M,E] 3 6 9 Launcher
Notes:Battlearmor Compartment (4 Tons)Environmental Sealing
Ammo: (C Sensors) 4
40
628
WiGE
Fusion
8
3
12
HIRYO HOUND INFANTRY TRANSPORT
HOVER VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
CRITICAL DAMAGE
ARMOR DIAGRAM
TM
2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
Crew:
Gunnery Skill: Driving Skill:
Type:
Movement Points:
BV:
Tech Base:
Weapons & Equipment Inventory (hexes)
Qty Type Loc Dmg Min Sht Med Lng
Tonnage:
Movement Type:
Engine Type:
Cruising:
Flank:
Engine Hit
Stabilizers
Front Left Right
Motive System Hits +1 +2 +3
Sensor Hits +1 +2 +3 D
Rear
Driver HitCommander Hit
Modifier to DrivingSkill rolls
Modifier to all Skill rolls
+1 +2
Turret Locked
Turret
Turret Armor
(18)
LeftSideArmor(18)
g
Rear Armor
(11)
Front Armor
(24)
Inner Sphere
(Experimental)Jihad
2 Medium X-Pulse T 6 [P] 3 6 9 Laser
1 Streak SRM 6 T 2/Msl 3 6 9 [M,C]
1 C Slave B [E]
Ammo: (Streak SRM 6) 15
35
1,119
Hover
Fusion with Supercharger
11
3
17 [22]
PEGASUS X
8/14/2019 XTRO Kurita
23/28
2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
GROUND COMBAT VEHICLE HIT LOCATION TABLE
GROUND COMBAT VEHICLE CRITICAL HITS TABLE
MOTIVE SYSTEM DAMAGE TABLE ATTACK DIRECTION
2D6 Roll FRONT REAR SIDE2* Front (critical) Rear (critical) Side (critical)3 Front Rear Side
4 Front Rear Side5 Right Side Left Side Front6 Front Rear Side7 Front Rear Side8 Front Rear Side (critical)*9 Left Side Right Side Rear
10 Turret Turret Turret11 Turret Turret Turret12* Turret (critical) Turret (critical) Turret (critical)
*A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result o f 2 or12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rollsonce on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 192 in Total Warfarefor more information).A result of 12 on the Ground Combat Vehicles Hit Location Table may inflict critical hit against the turret; if the vehicle hasno turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction.The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in
that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192 inTotal Warfarefor more information). Apply damage at the end of the phase in which the damage takes effect.Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side resultsstrike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.
2D6 Roll EFFECT* 25 No effect 67 Minor damage; +1 modifier to all Driving Skill Rolls 89 Moderate damage; 1 Cruising MP, +2 modifier to all
Driving Skill Rolls 1011 Heavy damage; only half Cruising MP (round fractions up)+3 modifier to all Driving Skill Rolls
12+ Major damage; no movement for the rest of the game.Vehicle is immobile.
Attack Direction Modifier: Vehicle Type Modifiers:Hit from rear +1 Tracked, Naval +0Hit from the sides +2 Wheeled +2 Hovercraft, Hydrofoil +3 WiGE +4
*All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Rollmodifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflictinga +1 modifier, that is the only time that particular +1 can be applied; a subsequent roll of 6-7has no additional effect. This means the maximum Driving Skill Roll modifier that can beinflicted from the Motive System Damage Table is +6. If a units Cruising MP is reduced
to 0, it cannot move for the rest of the game, but is not considered an immobile target. Inaddition, all motive system damage takes effect at the end of the phase in which the damageoccurred. For example, if two units are attacking the same Combat Vehicle during theWeapon Attack Phase and the first unit inflicts motive system damage and rolls a 12, the 4immobile target modifier would not apply for the second unit. However, the 4 modifier would
take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile whileover a Depth 1 or deeper water hex, it sinks and is destroyed.
LOCATION HIT 2D6 Roll FRONT SIDE REAR TURRET 25 No Critical Hit No Critical Hit No Critical Hit No Critical Hit 6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer 7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam 8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction 9 Sensors Stabilizer Weapon Destroyed Turret Locks 10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed 11 Weapon Destroyed Engine Hit Ammunition** Ammunition** 12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off
*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.**If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.
WHEELED VEHICLE RECORD SHEET
VEHICLE DATA CREW DATA
CRITICAL DAMAGE
ARMOR DIAGRAM
TM
2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
Crew:
Gunnery Skill: Driving Skill:
Type:
Movement Points:
BV:
Tech Base:
Weapons & Equipment Inventory (hexes)
Qty Type Loc Dmg Min Sht Med Lng
Tonnage:
Movement Type:
Engine Type:
Cruising:
Flank:
Engine Hit
Stabilizers
Front Left Right
Motive System Hits +1 +2 +3
Sensor Hits +1 +2 +3 D
Rear
Driver HitCommander HitModifier to DrivingSkill rolls
Modifier to all Skill rolls
+1 +2
Turret Locked
Turret
Turret Armor
(31)
Rear Armor
(30)
LeftSideArmor(33)
Front Armor
(36)
Mixed
(Experimental)Jihad
1 ELRM 15 T 1/Msl 10 12 22 38 [M,C,S]
1 HVAC/10 T 10 6 12 20 [DB,S,X]
1 C3 Slave B [E]
Ammo (CASE): (ELRM 15) 12, (HVAC 10) 16
60
1,116
Wheeled
Fusion
5
4
8
TOKUGAWA YUMI
8/14/2019 XTRO Kurita
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AEROSPACE FIGHTER RECORD SHEET
TM
2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
FIGHTER DATA
CRITICAL DAMAGE
VELOCITY RECORD
HEAT DATA
ARMOR DIAGRAM
EXTERNAL STORES/BOMBS
PILOT DATA
Name:
Gunnery Skill: Piloting Skill:
1
3
+1
2
5
+2
3
7
+3
4
10
+4
5
11
+5
6
DeadConsciousness #
Hits Taken
Modifier
Type:
Thrust:
Tech Base:
Weapons & Equipment Inventory
Tonnage:
Safe Thrust:
Maximum Thrust:
Turn #
Thrust
Velocity
Effective Velocity
Altitude
1 2 3 4 5 6 7 8 9 10
Turn #
Thrust
Velocity
Effective Velocity
Altitude
11 12 13 14 15 16 17 18 19 20
Key:-
HE - High ExplosiveLG - Laser GuidedC - ClusterRL - Rocket Launche
FCS +2 +4 D Gear +5
Avionics +1 +2 +5 Engine 2 4 D
LifeSupport
+2Sensors +1 +2 +5
HeatLevel* Effects
HeaScaOverflo
0
1
2
3
4
5*
*
19
20
21
22
23
24
25
26
27
28
29
30
6
7
8
9
10
11
12
13
14
15
17
18
16
3028
2625
24
23
21
27
22
20
19
18
1715
14
1310
85
ShutdownAmmo Exp. avoid on 8+
Shutdown, avoid on 10+Random Movement,avoid on 10++4 Modifier to Fire
Ammo Exp. avoid on 6+
Pilot Damage, avoid on 6+
Pilot Damage,avoid on 9+
Shutdown, avoid on 8+
Random Movement,avoid on 8+Ammo, Exp. avoid on 4+
Shutdown, avoid on 6+
+3 Modifier to FireRandom Movement,avoid on 7+Shutdown, avoid on 4+
+2 Modifier to FireRandom Movement,avoid on 6++1 Modifier to FireRandom Movement,avoid on 5+
StructuralIntegrity:
Aft DamageThreshold
(Total Armor)3(23)
Right WingDamage Threshold
(Total Armor)4(34)
Left WingDamage Threshold
(Total Armor)4(34)
Nose DamageThreshold (Total Armor)
5(45)
7
Heat Sinks:
15 (30)
Double
ON-2X ONI
Inner Sphere
(Experimental)Jihad
55
7
11
Fuel:160 Points
Standard Scale (16) (712) (1320) (2125)Qty Type Loc Ht SRV MRV LRV ERV1 Binary Laser Cannon [DE] N 16 12 12 1 MRM 30 w/Apollo FCS N 10 18 18 [M,C,S] Ammo (MRM) 8 B 1 Laser AMS [PD] N 7 Point Defense1 ER Medium Laser [DE] L/RW 5 5 5 1 Medium Pulse Laser [P] A 4 6 1 Angel ECM Suite [E] A
Notes: Vehicular Stealth Armor occupies 1 slot on each wing,requires functioning ECM to operate, and generates 10 heatper turn while in operation
BV: 1,733
8/14/2019 XTRO Kurita
25/28
AEROSPACE FIGHTER RECORD SHEET
TM
2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
FIGHTER DATA
CRITICAL DAMAGE
VELOCITY RECORD
HEAT DATA
ARMOR DIAGRAM
EXTERNAL STORES/BOMBS
PILOT DATA
Name:
Gunnery Skill: Piloting Skill:
1
3
+1
2
5
+2
3
7
+3
4
10
+4
5
11
+5
6
DeadConsciousness #
Hits Taken
Modifier
Type:
Thrust:
Tech Base:
Weapons & Equipment Inventory
Tonnage:
Safe Thrust:
Maximum Thrust:
Turn #
Thrust
Velocity
Effective Velocity
Altitude
1 2 3 4 5 6 7 8 9 10
Turn #
Thrust
Velocity
Effective Velocity
Altitude
11 12 13 14 15 16 17 18 19 20
Key:-
HE - High ExplosiveLG - Laser GuidedC - ClusterRL - Rocket Launche
FCS +2 +4 D Gear +5
Avionics +1 +2 +5 Engine 2 4 D
LifeSupport
+2Sensors +1 +2 +5
HeatLevel* Effects
HeaScaOverflo
0
1
2
3
4
5*
*
19
20
21
22
23
24
25
26
27
28
29
30
6
7
8
9
10
11
12
13
14
15
17
18
16
3028
2625
24
23
21
27
22
20
19
18
1715
14
1310
85
ShutdownAmmo Exp. avoid on 8+
Shutdown, avoid on 10+Random Movement,avoid on 10++4 Modifier to Fire
Ammo Exp. avoid on 6+
Pilot Damage, avoid on 6+
Pilot Damage,avoid on 9+
Shutdown, avoid on 8+
Random Movement,avoid on 8+Ammo, Exp. avoid on 4+
Shutdown, avoid on 6+
+3 Modifier to F